Help finish this page!

Basics

This page is intended to give players a bit of direction on how they compose teams. Teams in Skullgirls are relatively flexible compared to other team fighting games, and this is mainly because of custom assists and multiple supers that players can DHC into. Rarely is there any consensus on which order/assists are best for any given set of characters, and skilled players are often experimenting with different team compositions. Instead of giving answers to questions such as "which characters work best with this character", this guide aims to lay out the principles of team building in Skullgirls, what makes a good team, and what each character can provide to a team in order to help you decide what is best for you.

Quick terminology note:

Trios: Point (1st character) / Mid (2nd) / Anchor (3rd)

Duos: Point (1st character) / Anchor (2nd)

'Point' can also refer to the current character in play.

Elements of team building

Ratio - Playing more characters gives you more utility, but decreases each character's health and damage output. Additionally, solos have a different method of regaining red health since they cannot swap characters. Choosing your ratio may be the most important part of picking a team since it affects the rest of the team building process.

Assists - They are a critical part of how every part of the game is played out. They are used to gain control in neutral, extend pressure, build combos, enable resets, and more. Some characters can benefit from one type of assist more than others. Sometimes your own personal playstyle will lead you to prefer one type of assist over others. Choose wisely what you think most benefits how you want to play.

Many of each character's best assists can benefit any character, but the assists you choose will affect how you play. The character sections will explain if a character greatly benefits from a certain assist type and their specific reasons why.

Also consider how the assists you choose can be used as alpha counters, or if you can super cancel your alpha counter quickly as an effective guard cancel.

DHCs - This serves many utilities and functions, such as tacking on damage, switching characters out safely, and decreasing the risk of reversals.

Meter - You start the round with 1 bar of meter, and as you play the game you will build more meter. Spending meter wisely is important to gaining advantages throughout the match. Consider how your characters can build meter for usage later, and how your characters can spend the meter to make a comeback in the event your point dies quickly.

Order

Point position characters typically are characters who either need or strongly prefer assists to back them up. Choose a point character on your team as a character that you think benefits the most from having assists. Also consider characters that make for a good 'battery', characters that can naturally build lots of meter such as Peacock or Ms. Fortune.

Mid position characters typically have either good DHCs from the point, good supers to use on incoming in case the point character dies, or more simply just benefits more from having an assist than the anchor character would.

Anchor characters are typically characters that you, as a player, should either feel more comfortable playing as a solo character, or if you feel that their assist is strong enough to benefit both the point and mid characters.

It is important to consider what happens when your team is in a different order than the one you start with. Your team will end up changing order, whether it's your own choice (DHCs, tagging, alpha counters) or not (snapbacks).

Tags - An easy to overlook point, but tagging is the only way to switch characters without meter. Being able to combo into your other character's tags is a good strategy that lets your point character recover red health, and can sometimes be optimal for damage.

Assist Types

In Skullgirls, any grounded non-super move can be chosen as an assist (this includes normal moves, special moves, throws, taunts, and even dashes/backdashes). Below is a rough breakdown of the different kind of benefits assists can provide. While not all assists will fit perfectly into each of these categories, many of the best assists have at least one of these traits.

Lockdown assists

Multi-hit moves that keep the opponent in blockstun, allowing your point character to perform more mixups and extend pressure.

Invulnerable DP assists

Call the assist and block. When timed correctly, if the opponent is dashing in or jumping in they will get hit by the assist as you're blocking their attack. Good usage of DP assists makes the opponent think twice about doing an aggressive move, forcing them to implement a counter strategy to get an opening. Don't forget that all assists have 3 vulnerable frames when they touch the ground, even if the point version of the move is invulnerable from the 1st frame. Some important factors that differentiate DP assists include size of hitbox, how easy it is to convert into a combo, and frames of invulnerability (which differ from the point version of the move in some cases).

Setup assists

Any assist that lets a character build some kind of resource, allow unique conversions not otherwise possible, or enables some kind of setplay for the point character. If the assist has a lengthy animation, the point character has enough time to build a resource such as a taunt. Other times the resource building move itself can be called as an assist during combos, so the resource is available once the character is on point.

Low assists

Low hitting moves still hit low as an assist, enabling hard to block mixups for the point character as long as they're in range for the assist to connect. Jumping + calling a low assist can be very scary, since either the jump in or the assist can be timed to hit first.

Throw assists

Throws can be assists too! These kind of assists are typically used for fast mixups/pressure to catch opponents off guard on the ground. Some throws have a special utility than others, such as different ranges or causing crumple/sliding knockdown, making each throw assist unique in their own way. However, regular throw assists are still techable by the opponent, making them tricky but not unbeatable. Use these assists cautiously and wisely.

Peacock's throw assist has the unique property of allowing a second assist to still be called during a combo when this assist was the combo starter, allowing for potentially more damaging follow-up combos.

Assists this character especially benefits from

DHCs

Meter management

Cerebella

Assists this character provides

H Lock'n'Load - A single hit, delayed startup armored assist with damage that hits like a truck. An opponent must hit Cerebella multiple times or carefully place a sweep to stop the assist once she's on screen, making it extremely difficult to stop her before she lunges forward.

Excellebella (623LP+LK) - An anti-air grab (unblockable while rising) that doubles as a setup assist. Builds a generous amount of meter, has good conversions, and allows characters to build resources due to the lengthy animation.

Tumbling Run Followups - Input [4]6 HP+HK for Battle Butt, [4]6 MP+MK for Kanchou, and [4]6 LP+LK for Run Stop. Pummel Horse is not selectable as an assist.

Assists this character especially benefits from

She benefits from an assist that lets her convert off Dynamo and Diamond Drop. These moves are very important to Cerebella's gameplan and don't allow a meterless followup midscreen. The ability to combo off these moves is possible with an assist and provides much more reward when these moves land.

She can also benefit from any assist that has lengthy blockstun or has slow startup that allows Bella to use her normally unsafe moves, primarily Battle Butt, and stay safe. This not only gives her a safe defensive tool with Battle butt + assist, but also enhances Battle butt as a poking tool which can be very strong.

DHCs

She can continue a combo with Dynamo without meter if she ends up putting the opponent in the corner and has OTG. She can also combo midscreen with the right assist making this an even stronger option.

Diamonds (Level 3) is good damage, allows for a follow-up, and (mostly?) safe on block.

Her 360 can be DHC'd out of after the most damaging hit. Without a DHC, she cannot continue a combo in that situation.

Meter management

Lock n Load and Excellebella (on point and as an assist) builds a ton of meter in one hit. She also generally builds good meter in her combos using run follow ups.

Cerebella gets a lot of mileage out of her supers. Dynamo and 360 are two great reversals, and are used in conjunction with Lock n Load. Dynamo is also used for many of her conversions. Diamonds (level 3) does good damage and has other utility (hyper armor, hits low, negates projectiles, and is safe).

Peacock

Assists this character provides

George at the Air Show (default assist) - Projectile assist that homes in on the opponents position from when it starts.

s.HP - A 2 in 1 lockdown/projectile assist. At long range, this attack acts as a projectile assist. At shorter ranges this 2 hit, high hit -and- block stun move can trap the opponent for the point character. A lockdown and projectile assist in one.

George's Day Out (236LK) - Projectile assist that slowly moves across the floor. Amazing assist that always keeps a threat on the screen, and is very difficult to remove from play.

Boxcar George (236MK) - Projectile assist that travels fast across the screen from one end to the other. Can be useful to hit from behind, and the fast travel speed is good against grounded approaches and for certain conversions.

Throw (LP+LK) - Peacock's throw assist not only has a good throw range, but it is also the only assist in the game that, when used as a combo starter, can allow you to call another assist mid-combo.

Shadow of Impending Doom (Level 3) (214LP+MP / 214MP+HP / 214HP+MP) - Peacock will stay on screen looping her tag out animation until the item charges and drops once it reaches level 3. Just like when she's on point, the opponent can stop the SoID with a successful hit to Peacock. The level 3 item will hit overhead and the MP/HP versions can track, making this assist useful for all sorts of utilities: a combo breaker against the opponent hitting you, a powerful combo extension tool, and an overhead mixup tool. Peacock staying on screen can also be used to keep the opponents from flying too far in combos, which can be useful for certain conversions (such as Squigly ground throw). It has a high risk of being hit, but it comes with great rewards.

Assists this character especially benefits from

Zoning help: Peacock typically wants some sort of assist that covers some area slightly above and in front of her to cover the dead zone of her zoning, allowing her to throw as many projectiles on screen as she wants and stay safe from most approaches. There are many forms of assist this can take: armored assists that can take the hits, DP assists that stuff out aggressive opponents, lockdown assists that stay in place to cover the deadzone, and even other projectile assists that fill in the gaps between your projectiles.

Item Drop Setup: Peacock really likes having access to her item drop reset loops (video of peck here), which give her access to one of the best reset loops in the game. She ideally wants some assist that lets her combo, call the assist while charging M item drop, then letting her pick up back the combo into a multiway reset. There are surprisingly numerous amounts of assists that give her access to this.

DHCs

Argus Agony has great utility both as a DHC and being DHC'd from. It's one of the most damaging Level 1 supers in the game, can hit across the screen allowing it to hit very far as a DHC, and can be DHC'd into several other supers to continue a combo from the fullscreen distances (such as Filia's Gregor).

Lenny is a very strong DHC. It's a safe DHC due to the low recovery, as well as the Lenny itself giving Peacock a good defensive tool as she's coming in, making this DHC hard to challenge. She's also free to combo off of certain supers such as Bella's Dynamo or most supers when near the corner, potentially even integrating in the Lenny's explosion to add on even more damage than you would get from Argus.

Peacock's level 3 is a hitgrab that hits very fast, making it very useful against armor and/or winning against certain DHC wars.

Meter management

Peacock generally will build a lot of meter in her neutral gameplay due to her being a zoner that will throw out lots of safe projectiles. Because of this, she can work pretty well as a battery character.

Peacock doesn't particularly need to use meter for her reversals. While she can use Lenny after M Bang to be safer on block or to rack up damage on hit (with an Argus), it's not strictly required for either purpose. Using meter can be very useful to convert off of her ground throw if needed, but again it's not always needed since Peacock already benefits well from the Hard Knockdown (or can just use item drop/george to convert in either midscreen or corner).

Peacock can be meter hungry or as a battery depending on the player's playstyle. Lenny is a powerful neutral tool that can halt some matchups completely, making this tool very tempting. But it's not essential given Peacock's already strong zoning tools especially combined with assists. Additionally, due to Peacock being very flexible in using any amount of meter in a particular combo (with Lenny/Argus interactions), she can always meter dump at the end of combos however much she wants to generally do lots of damage, meaning it's pretty effective to save meter with Peacock as well.

Parasoul

Assists this character provides

Napalm Pillar (default assist) - An invulnerable DP assist. Great anti-air hitbox, but at the cost of a huge dead zone behind Parasoul.

L Napalm Shot (default assist) - Slow travelling projectile assist. Controls space and leaves a tear if it makes contact with the opponent. A notable trait of this assist is the tear will not go away if the point character is hit, since Parasoul is the character that needs to get hit in order for the tear to disappear. This can cause some situations where your opponent lands a hit but has to react to avoid the tear, otherwise they get hit.

H Napalm Shot ([4]6HP) - Similar to the L version, except it travels much faster. This makes it easier for the tear to make contact with the opponent and stay on the screen.

Napalm Toss (214K) - This assist is nowhere near as useful as the above, but it has one very unique trait: the location of the tear can be set just as if Parasoul was on point by holding the corresponding K button.

Assists this character especially benefits from

An assist that lets her combo off a manual tear detonation from a distance

An assist that lets her combo off instant overhead j2MK (the fastest overhead in the game)

DHCs

Sniper gains a damage buff when DHC'd from at the end of a combo. If canceled early enough, the sniper will hit after the DHC occurs, hitting after the damage scaling resets to 70%.

Sniper is also great for covering the incoming DHC character. If sniper comes out, the opponent is forced to block and the next character is protected. The only way you can be challenged is if the opponent can get a very long invulnerable window (sniper waits for 60f for invul to go away) or the opponent has a special countermeasure such as Cerebella's reflect

Using DHCs to combo off full screen sniper shots, or sniper shots that hit airborne opponents is a bonus

Bikes can be safe as a DHC depending on the distance / character. Otherwise, it can be mostly safe by being a difficult punish

Her level 3 is a safe DHC that also grants offensive momentum if you cancel it using Egret Call ([4]6 LK)

Meter management

She needs 1 bar to combo off her meterless reversal (Napalm Pillar) using Sniper or Bikes

Ms. Fortune

Assists this character provides

Fiber Upper (H) (default assist) - An invulnerable DP assist. Her most common assist and probably the best. Still has the invincibility and the get-off-me properties of all DP assists, the problem is how difficult it is to convert off. Using M Fiber can make conversions a bit easier but she loses some of the invulnerable frames. All versions still retain full invulnerability even if Ms. Fortune is headless.

s.HK - Wheel of Fortune (default assist) - A lockdown assist. When called headless, she will do headless s.HK. s.MP is another, similar assist choice, which becomes headless s.MP without the head. However these two are outshined by any proper lockdown assist. s.MK is another choice that works head-on or headless, but is a bit worse in function.

Cat Slide (236K) - A single hitting, forward traveling low assist. Has a good range and can be otg'd if it hits. It helps a lot with mix-ups and pressure, but has the downside of requiring Fortune to be headless. Becomes c.mk if she has the head.

Cat Strike / Cat Call (214P) - Doesn't have a very good hitbox but has a lot of invincibility and sends a projectile along the ground. Has the downside of requiring an assist call to get the head back before having it available again that leaves fortune pretty vulnerable for a while, but also allows you to tag or dhc into headless without having Fortune play on point. Shows up as 'Be Headed' on the custom assist selection.

Throw (LP+LK) - Not a terrible grab assist because, since the animation takes so long, it's not hard to convert without using the OTG.

Note: In addition to the above, some other overlapping commands give Ms. Fortune different attacks with her Head On and when Headless Ms. Fortune. These inputs can effectively give Fortune two custom assists at the same time. Other inputs seem as if they would give a double assist but don't. Some have unexpected effects, such as allowing Fortune to use a single hit HP Cat Scratch while Headless.

Custom Assist Command

Assist with Head On

Assist when Headless

4/5/6HP

s.HP

Headbutt

1/3HP

c.HP

Zoom!

2HP

c.HP

Headbutt

236HP

Cat Scratch (1st hit)

Cat Scratch (3rd hit)

623HP

c.HP

Zoom!

Assists this character especially benefits from

DHCs

Meter management

Painwheel

Assists this character provides

H Pinion Dash (default assist) - A setup assist that charges at the opponent and sends them flying backwards on hit. This allows for very unique conversions that aren't normally possible. Most notably, it allows Big Band to convert off of SSJ. Can also be used from a burst alpha counter that hits the opponent for a free conversion. All the Pinion Dash versions can only be done as an assist.

c.MP: A multi-hit lockdown assist. Doesn't use Hatred Guard, but if called as an Alpha Counter, MP can be held for Hatred Guard.

Assists this character especially benefits from

DHCs

Meter management

Valentine

Assists this character provides

Throw (LP+LK) (default assist) - Valentine's normal throw stands out as a the most useful normal throw assist in the game. The crumple starts a combo for a point character just as easily as it would for Valentine.

Vial Hazard (214P) - A setup assist. If Val doesn't already have a vial loaded, she will load up a poison and leave the screen. If called a second time, or whenever she still has a vial loaded, she will perform Flew Shot to throw the loaded vial at the opponent. Between the 3 variations of poisons, this assist has a variety of utility between pure damage, combo setups, or stronger resets.

H Savage Bypass (236HK) - Valentine rushes forward to nearly fullscreen distance. Pushes the opponent very far back on block, and on hit knocks them backwards for a conversion.

Assists this character especially benefits from

Valentine benefits greatly from an assist that lets her load vials during a combo. This lets her apply the status effect during the same combo, or to use for later.

Examples: Excellebella (Cerebella)

DHCs

Meter management

Double

Assists this character provides

M Hornet Bomber (default assist) - Three hit lockdown / neutral assist that travels a fair distance across the screen in an arc. Some hits will whiff at certain ranges on crouching characters, but the upside to that is the space control the assist provides.

L Hornet Bomber (623LK) - Invulnerable DP assist that travels horizontally across the ground. It hits twice so it also provides a bit of lockdown, much more than any other DP assist in the game, which makes this assist notorious. The downside is that it doesn't have the vertical reaching hitbox most invulnerable DPs have, but it covers the ground quite well. The assist version of this move has a 2 more additional vulnerable frames, on top of the standard 2 vulnerable frames on every assist.

Cilia Slide (4LK+HK) - Forward traveling low assist that is also a sweep and has generous active frames. Great as a low hitting meaty, opening up possibilities for hard to block high/lows. You can also call it in neutral to cover the ground, since it travels forward very quickly. Easy peasy conversion ability as well, as it sends them backwards towards the point character.

H Hornet Bomber (623HK) - Like the M version, but travels further and in a taller arc. This makes it better at hitting opponents in the air, but will usually whiff against crouching opponents.

Assists this character especially benefits from

A fast assist combined with Flesh Step can set up crossups

Some assists can make TK barrel safe on block, turning it into a usable overhead option

DHCs

Catheads is one of the most annoying safe DHCs in the game since it gives Double offensive momentum

When DHCing from car, it has the added convenience of picking which side it will come out on. If you are ending a combo by DHCing from car, picking the right direction can usually give the next character the corner

With a DHC that grants a combo, car can be used as a damaging full screen punish against zoners

Puddle is a very flexible DHC for combos

DHCing from puddle leaves it on the screen for the next character to use, although the timer is shortened.

Meter management

Catheads on point costs 2 bars, but it is useful for chipping the opponent out, or safely continuing your offensive momentum

She needs 1 bar for puddle to combo off her meterless reversal (L Bomber)

Squigly

Assists this character provides

Center Stage (default assist) - Setup assist. When Squigly sings as an assist, the point character can exploit her forced screen movement while taking other actions. Running forward while calling the assist instantly closes the distance against a fleeing opponent. Timing the assist during a combo allows a point character to use a wall bounce in a combo at the middle of the stage. Using Center Stage in concert with a command throw can grab an opponent at a seemingly unfair range.

Assists this character especially benefits from

Squigly benefits from an assist that lets her build one or both charges during a combo

Examples: M/H A-Train (Big Band), Excellebella (Cerebella)

DHCs

SBO is a great safe DHC that keeps the opponent in blockstun and allows Squigly to either charge safely or go for a mixup.

Inferno of Leviathan deals a lot of damage but can whiff in some situations.

It is only possible to DHC into Rage of the Dragon if you have both charges and the taunt.

Meter management

Squigly should have at least 1 bar for her seria sing confirms.

Big Band

Assists this character provides

L Beat Extend (default assist) - A fast invulnerable DP assist with good range and easy conversion ability. The L and M versions have 2 extra frames of vulnerability during their startup. If the assist hits both characters, the assist will "drop" 12 frames before the point. The blockstun for each version is also decreased; 5f for L, 7f for M and H.

H Brass Knuckles (default assist) - An armored assist that has a lot of vertical coverage that deals a lot of damage on counterhit. Unlike the normal version of this move, the assist version does not cause a sliding knockdown on hit and has less blockstun.

M / H Take the A Train ([4]6K) - Anti-air grab (unblockable while rising) and setup assist. On hit, the lengthy animation allows time for the point character to build resources. The H version travels further and has more time to build resources

Giant Step (214K) - While all versions of this attack must be blocked high, the HK version stands out as the best for an assist; when not in range for the direct hit, the earthquake effect forces the opponent to jump and can allow the point character to approach or convert.

Assists this character especially benefits from

Big Band benefits from an assist that lets him combo off SSJ, his 2f startup reversal

Example: H Pinion (Painwheel)

DHCs

Meter management

Eliza

Assists this character provides

Dive of Horus (default assist) - Dropping Horus on the opponent forces the opponent to block high and causes a ground bounce on hit, setting up a combo opportunity for the point character. Eliza doesn't take any damage if her servant takes a hit. For the assist version of this attack, if Eliza is hit at any point during her recovery, Horus will automatically go into his hitstun too, potentially canceling out his attack on the way down, so use with caution.

H Osiris Spiral (default assist) - Lockdown assist that does a high amount of chip damage

Butcher's Blade (214MP) - Sekhmet’s multihit attacks have unlimited armor, making this assist very strong as a lockdown tool that can’t be stopped during its active frames. Be aware that using Sekhmet assists consume available meter

Carpenter's Axe (214HP) - Sekhmets overhead axe attack has considerable startup, but when combined with Sekhmets natural unlimited armor, this assist can setup strong high/low setups that are tough to challenge. Be aware that using Sekhmet assists consume available meter.

Assists this character especially benefits from

DHCs

Meter management

Fukua

Assists this character provides

H Platonic Drillationship (default assist) - Forward traveling lockdown assist. Does NOT have strike invulnerability frames like the point version does, although gains them back if used as an alpha counter. Strong lock down assist, with good chip and good damage in combos. Flexible and probably her best assist in most teams.

M Forever A Clone (default assist). No longer the monster it used to be, M clone, or M shadow, still holds some good usages. For resource building characters it provides a lot of time to build them. It's also a projectile hitgrab, making it decent in zoning patterns as well as catching a lot of options in neutral. It also can allow the point character to be creative with mixups off of it. Be wary that as it is a hitgrab, it cannot hit the opponents assists, making it weak to counter-calls.

Love Dart (236P) - Projectile assist Fukua's fireballs can be useful assists if you find a need for it and your team can't make H drill or a shadow assist work. L dart is a mini L George, but can be called multiple times allowing for 2 fireballs rolling across the ground at once. H fireball also gets some usage in peacock zoning patterns due to its high arch filling dead zones, as well as its range paired with Fukua's short cool down giving peacock full-screen block strings.

Inevitable Snuggle (214LP+LK) - Armored command grab that has some niche usage and gimmicks, emphasis on "niche" and "gimmicks".

Assists this character especially benefits from

Fukua benefits heavily from assists that exert pressure at spacings past her individual short physical range. Ultimately though, she's a very self sufficient character and doesn't need any assists to maximize her potential, being able to use pretty much any assist to help her. examples of good assists for her are mostly just the staple good assists:

h.brass

h.beam

L and M beat extend

Shot assists

any DP assists

any high or low hitting assists

DHCs

DHCing out of fukua for damage can be awkward depending on the character following her. Ground Drill super leaves the opponent high in the air, limiting good DHC follow ups. In addition, DHCs like doubles Monster will whiff in the corner after Drill super unless you still have OTG. Examples of supers that do work well for damage after Drill super are Filia's Fenrir and Bands SSJ. Depending on your team, it might be more damage to do fireball super and DHC before any hits happen, or if you have a DHC on deck that lets you combo afterwards such as catheads, do Air drill super at 235 Undizzy and then DHC for the restand setup.

For DHCing out of fukua's supers for safety on block, Fireball super being -8 consistently after pushblock can make some safe DHC setups potentially unsafe, making Hdrill fireball>DHC potentially riskier than normal.

DHCing into fukua is where her DHCs really shine. While she no longer has the safe-ish DHC into fireball, as with pushblock it is consistently -8 and punishable, she instead has other benefits. BFF in particular really has merit: It allows for convertions off and pickups off of and reversal, good damage on the dhc pre 235 undizzy+ 1 string afterwards, and is very, very strong in DHC wars, beating most options the opponent might have. DHCing into fukua lvl 3 is decent, while it is one of the lower damage lvl 3s it is still high damage for spending 2 additional meter, and allows for consistent follow ups afterwards.

Meter management

fukua likes meter but can function without it. particularly opening up a down-backing opponent is very hard without the option to convert off of her throws with BFF. With held shadows, converting off throws in resets meterlessly isn't an issue.

point fukua builds a decent amount of meter with the proper routes, offsetting the fact sometimes she needs to spend the starting bar to open the opponent up. While not a top tier battery, she can fill the roll decently.

Mid fukua can find herself meter-starved, especially if she's brought in via DHC, but again she doesn't necessarily need the meter. Just be sure your anchor doesn't need much meter.

Anchor fukua appreciates having extra bars to spend on air fireball supers for chip and space control late into the matches, as well as having meter for throw to bff convertions, since she will lack assists helping to create openings.

Beowulf

Assists this character provides

H Hurting Hurl (default assist) - An invulnerable DP assist that is also a projectile. It has a good hitbox and trajectory, but has a slow startup and can be avoided fairly easily. Also, Beowulf will only do the chair throw if The Hurting is not on cooldown. Otherwise he will enter the screen, do nothing, and leave.

c.HP - Nosebleed Seat / Grendel Flex (default assist) - A launcher with a good hitbox in front of Beowulf that becomes an armored assist that hits twice when he does not have The Hurting equipped.

L Hurting Hurl (236LP) - A forward traveling low projectile assist that is also a sweep. Useful for mixups and has easy confirms. Like H Hurting Hurl, The Hurting must not be on cooldown for Beowulf to perform the assist.

c.HK - A fast sweep with The Hurting equipped or a slow, long reaching, armored sweep without it.

Grab Stance Setup: Assists that allow Beowulf to convert from grab stance and/or get hype (via taunt preferably) allows him to go into an EX Canis Major Press to begin his setplay or extend the combo with EX Da Grendel Killa.

DHCs

Gigantic Arm- This super is very good for both dhc'ing in and out of with it's absurd amount of hitstop, wallsplat, corner carry and healthy amount of damage (even at max undizzy) it adds to combos. Useful all around.

Airwulf- Depending on the situation and character matchup, this can be used as a safe DHC. For combos, it akes a bit of more work to dhc into and out of, given that they have to be airborne for it to hit and in range for them to hit out of it, but gives corner carry and oki (optional) at the cost of damage (without hype).

Three Wulf Moonsault- Depending on your team order, due to the super being only four (albeit strong) hits,it may be better to dhc out of Arm/Airwulf instead. But still a good combo ender with reasonable damage and is easy to dhc into or out of.

Wulfamania!- Like any command grab supers, the opponent must be staggered for it to connect. Also like Three Wulf Moonsault, and it also may be better to dhc out of Arm/Airwulf instead. Has good dhc routes out of it.

Meter management

Robo-Fortune

Assists this character provides

H Theonite Beam (default assist) - Neutral assist that covers the horizontal portion of the screen in a multi-hitting beam hitbox, but not the lower portion, so it can be crouched under. Probably one of the strongest assists in the game, due to its potential to lock out enemy assists from full screen and force the opponent to either stop what they're doing to avoid the beam, or block it for a decent amount of chip, and fall prey to a potential mix-up. Just about every character in the game can benefit from this assist.

M Theonite Beam (236 MP) - Mostly useful as a harassment tool, and works as a faster but less oppressive version of H beam. It's a good assist but since H beam is so good, it tends to get overlooked.

Headrone assists are quite different from most assists since you need to have a resource to use it. If you set a headrone special move as an assist, Robo-Fortune will do c.HK and leave the screen if you didn't have a head already. On the next assist call, Robo will do the headrone special move you picked and spend her head. If you picked Headrone Salvo (214 HK) as your assist Robo-Fortune will do c.HK until she has three heads and leaves the screen. Headrone RAM can be used as a zoning/space control assist but is pretty lackluster. Headrone Impact and Headrone Salvo are much better. Headrone Impact is great since it lingers on the screen for so long and the opponent can do very little to deal with it. It can also be used to create safe mix-ups if you place it in the right spot since the opponent can get hit if they press a button. Headrone Salvo works like Dr.Doom's Hidden Missiles assists and we all know how good that was. Headrone Salvo is an amazing assist since it can pretty much do anything you want for an assist. It controls neutral, works as a defensive assist, pressure assist, and pretty much everything else but damage. However, the fact that three heads have to be summoned means that Robo is very vulnerable during the first assist call.